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How to increase stroke resolution when drawing with Canvas on Touch Device. I can increase the stroke thickness, the color of it but when I make a circle comes out parts straight or square.
var canvasWidth = 300;
var canvasHeight = 150;
var canvasDiv = document.getElementById('canvasDiv');
canvas = document.createElement('canvas');
canvas.setAttribute('width', canvasWidth);
canvas.setAttribute('height', canvasHeight);
canvas.setAttribute('id', 'canvas');
canvasDiv.appendChild(canvas);
if (typeof G_vmlCanvasManager != 'undefined') {
canvas = G_vmlCanvasManager.initElement(canvas);
}
context = canvas.getContext("2d");
$('#canvas').mousedown(function(e) {
var mouseX = e.pageX - this.offsetLeft;
var mouseY = e.pageY - this.offsetTop;
paint = true;
addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop);
redraw();
});
$('#canvas').mousemove(function(e) {
if (paint) {
addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop, true);
redraw();
}
});
$('#canvas').mouseup(function(e) {
paint = false;
});
$('#canvas').mouseleave(function(e) {
paint = false;
});
var clickX = new Array();
var clickY = new Array();
var clickDrag = new Array();
var paint;
function addClick(x, y, dragging) {
clickX.push(x);
clickY.push(y);
clickDrag.push(dragging);
}
// Set up touch events for mobile, etc
canvas.addEventListener("touchstart", function(e) {
mousePos = getTouchPos(canvas, e);
var touch = e.touches[0];
var mouseEvent = new MouseEvent("mousedown", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
canvas.addEventListener("touchend", function(e) {
var mouseEvent = new MouseEvent("mouseup", {});
canvas.dispatchEvent(mouseEvent);
}, false);
canvas.addEventListener("touchmove", function(e) {
var touch = e.touches[0];
var mouseEvent = new MouseEvent("mousemove", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
// Get the position of a touch relative to the canvas
function getTouchPos(canvasDom, touchEvent) {
var rect = canvasDom.getBoundingClientRect();
return {
x: touchEvent.touches[0].clientX - rect.left,
y: touchEvent.touches[0].clientY - rect.top
};
}
// Prevent scrolling when touching the canvas
document.body.addEventListener("touchstart", function(e) {
if (e.target == canvas) {
e.preventDefault();
}
}, false);
document.body.addEventListener("touchend", function(e) {
if (e.target == canvas) {
e.preventDefault();
}
}, false);
document.body.addEventListener("touchmove", function(e) {
if (e.target == canvas) {
e.preventDefault();
}
}, false);
function redraw() {
context.clearRect(0, 0, context.canvas.width, context.canvas.height); // Clears the canvas
context.strokeStyle = "#df4b26";
context.lineJoin = "round";
context.lineWidth = 1;
for (var i = 0; i < clickX.length; i++) {
context.beginPath();
if (clickDrag[i] && i) {
context.moveTo(clickX[i - 1], clickY[i - 1]);
} else {
context.moveTo(clickX[i] - 1, clickY[i]);
}
context.lineTo(clickX[i], clickY[i]);
context.closePath();
context.stroke();
}
}
body {
background: #eee;
}
#canvas {
background: #fff;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="canvasDiv"></div>
can you post an example of code you are using? with me the resolution has never gotten as bad as you are saying.
– Washington da costa
What browsers are you having trouble with? And please post an example like Washington asked, so we can all test the same code.
– bfavaretto
@bfavaretto edited the question with the code. remembering that the resolution gets weird when on touch devices
– Ezequiel Tavares
For mobile testing: http://output.jsbin.com/cozitihuha. On my mobile phone, it worked reasonably well.
– bfavaretto